Gotham Knight’s poor performance on consoles continues to cause controversy, with many worried that it is the first title to represent the resurgence of 30fps gaming for the latest console hardware. The PC version – with its adjustable settings, hardware monitoring and the ability to change hardware – allows us to isolate, isolate problems and better understand what is causing this game. That being said, we should answer why they limit the frame rate to 30 fps on consoles. The bottom line is that this game has serious CPU usage issues that almost certainly affect PS5 and Xbox Series builds as well, and the PC version has additional issues that are unique to that platform.
We tested the title on two different computers; the first is our regular gaming system, based on the ever popular Ryzen 5 3600 paired with an Nvidia GeForce RTX 2060 Super and 3200MT/s low latency DDR4, the other is best-in-class components – a Core i9 12900K paired with a fast 6000MT/s DDR5 and an RTX 4090. Ryzen is particularly interesting as there are similarities in CPU architecture with the CPU clusters found in the PlayStation 5 and Xbox Series consoles. In all reasonable scenarios, we seem to be CPU-limited when the framerate is unlocked on both systems, significantly limiting scalability and dropping the ceiling on overall performance.
Gotham Knights’ deep CPU limit is easily illustrated with the Ryzen on, the difference between the lowest and highest settings is just 10 percent of performance. Even swapping the RTX 2060 Super for an RTX 3080 barely changes the needle in terms of framerate – proving that the GPU isn’t the problem. Much of the 10 percent variation appears to be just two settings: view distance and environmental details.
By default, regardless of your hardware power, these settings automatically start at medium and low respectively. View distance seems to match the low setting on consoles. Outside of the usual graphics presets is the option of ray tracing, which has the biggest impact on performance on our test systems: when activated, it reduces performance by 15 percent when active. PlayStation 5 and Series X have ray tracing enabled, so there will be CPU involvement on consoles. To explain, RT requires the creation of what is known as a BVH structure – ray tracing geometry – so while ray tracing is heavy on the GPU, there are also CPU implications when setting up the RT process.
I used the default settings and ray tracing on the mid-spec machine and was surprised by the performance I saw at game intro, where shader compilation stutters ruin the first playthrough. I’d recommend watching the video to see how bad that is, but that 0fps reading is real and the nadir of a poor first playthrough experience. Shader compilation stuttering isn’t an issue on consoles (a fixed platform means shaders are precompiled and shipped with the game), but on PC, where there’s a huge variety of components, GPU shader code is essentially generated instantly. need It’s still bad on the Core i9 12900K, but really terrible on the Ryzen 5 3600. Compiled shadows are cached and stuttering only happens once, but as we’ve pointed out many times in the past, the only way to avoid this is on PC. someone to play the game for you first!
Almost every new thing you do, see or experience has a stuttering stutter of up to 200ms. The first experience of playing a game is crucial and Gotham Knight on PC does not provide a good player experience at all from the start. And like I said, any PC will have this problem regardless of settings or how powerful a PC is, but the faster your CPU, the less time it will take to compile the shader. No PC is going to give you the unmatched experience found on a console, no matter how much horsepower you throw at it.
Even minus the compilation stutters, you’re CPU-limited in Gotham Knights for most games – and it’s most noticeable when crossing with Batcycle, where the game drops performance on the Ryzen 5 3600 from 60fps to almost 60fps. In the low 20s at worst, with large frame time spikes that appear like a stutter when they occur. We’re pretty sure consoles are CPU limited, because when we hit the 30fps limit on our Ryzen 5 3600 machine, gaming on PC is very much on par with PlayStation 5, often with identical frame rates. .
Turning off RT reduces the load on the CPU, bringing less intensive scenes to 60 fps – although this is still not enough to achieve the level of performance required by cross-sections – your base frame rate is undeniably higher. Suffice it to suggest that as the code stands now, Gotham Knights is only possible at a consistent 60fps on consoles, even with RT removed for a potential performance mode.
There are other issues too – the PC version’s 30fps cap has framerate issues with v-sync enabled – which is also the case with consoles. The consistent 33.3ms frame times we want from a 30fps game are marred by 16.7ms spikes and 50ms dips, creating more stuttering issues.
The latest PC patch doesn’t change the situation with performance and Warner Bros has stated that the optimization is set for a future patch. Ultimately, everything we’re seeing here not only points to deep CPU issues on mainstream processors, but also shows a clear under-utilization of the processor compared to some of the PC open-world titles we’ve tested. That’s one of the challenges the developers face in getting this game up to snuff, along with solving the many stuttering issues the PC version has. Shader compilation issues are so bad they’re simply unacceptable – it ruins the first playthrough experience – so I’d hope the developers would include some sort of pre-compilation step.
Are console titles going back to the 30fps standard? Based on the reaction to Rich’s recent article, this is a controversial topic, but at least my testing on PC confirms that Gotham Knights does not represent the future of console gaming; in the grand scheme of things and is not at all harbinger of the next phase of this console generation.